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I am experimanting with texturing simple objects. My idea is to use very small textures. So I manually resized and moved the UV coordinates to be inside the pixels. You can see on the screenshot I have uploaded.

Blender screenshot of texturing simple cross

Unfortunately they do not seem to update. I have zero idea why, any hints or tips will be appreciated.

[Edit]: I have put all obj faces that should be red over the red in the texture (neatly arranged without overlapping). I have moved all the faces that should be black on the top (this time I did not arrange them as it did not help with the red).

I expect all front and back of the cross to become red and the sides to be black.

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  • $\begingroup$ It's difficult to tell what you're seeing, that you don't expect to see. If you can try to provide more information about what you see that is unexpected, that'd be helpful. I'll type up a quick answer about the most common reason. $\endgroup$
    – Matt
    Jul 18, 2016 at 13:24
  • $\begingroup$ Which Blender version are you using ? (I don't have the exact same buttons on the bottom of the image texture part, and all is moving perfectly fine for me) $\endgroup$
    – lemon
    Jul 18, 2016 at 14:51
  • $\begingroup$ Generally, white color on mesh in textured mode in Blender Internal means there's no texture on it (or no UV map mapping it to the texture). So check that white faces were unwrapped and that they were applied to UV map you set up (not another one). $\endgroup$
    – Mr Zak
    Jul 18, 2016 at 18:59
  • $\begingroup$ How do I check "they were applied to UV map you set up (not another one" ? $\endgroup$ Jul 18, 2016 at 20:44
  • $\begingroup$ Here is how to do it with Cycles: blender.stackexchange.com/questions/8697/… $\endgroup$ Jul 20, 2016 at 9:29

1 Answer 1

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If you're using Cycles, you will also have to have the image mapped to a material node (like a diffuse or something) before it will show up properly in the Viewport.

Try setting up the material nodes the way they should be, and see if the texture updates better.

The other thing that might be causing this is if your texture is set to repeat. If it's repeating, then when you move a UV island outside the red area, it will still be red. It might be updating... you just can't tell.

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    $\begingroup$ I am using normal blender engine just to avoid dealing with shader nodes. $\endgroup$ Jul 18, 2016 at 13:33
  • $\begingroup$ I want to say that BI does something similar, where you have to actually set up the material before it'll display properly... but it's been so long since I've used BI... $\endgroup$
    – Matt
    Jul 18, 2016 at 13:52
  • $\begingroup$ Am I not supposed to use Blender Enginge? I am bit confused. $\endgroup$ Jul 18, 2016 at 20:43
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    $\begingroup$ There's nothing wrong with using Blender Internal. It's still supported, and I think it's still being developed, too. I much prefer Cycles, so I use it exclusively. $\endgroup$
    – Matt
    Jul 18, 2016 at 20:48

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